Dungeons
2 dungeons are open. Dungeons are seed-determined: the same entrance always has the same layout and is never regenerated.
The dungeons
Section titled “The dungeons”| Name | Tier | Floors | Boss | Guaranteed drop | Coordinates |
|---|---|---|---|---|---|
| Old Crypt | T1 | 5 | Goblin Chief | Leather Helmet | -1450, 4720 |
| Orc Warrens | T2 | 10 | Orc Warlord | Leather Armor | -1616, 4918 |
The world map records dungeon entrances you have already found — you have to walk to one the first time.
Bosses
Section titled “Bosses”| Boss | Dungeon | Level | Health | Guard | To-hit | Damage | Guaranteed weapon |
|---|---|---|---|---|---|---|---|
| Goblin Chief | Old Crypt | 5 | 23 | 11 | +2 | 1d8 | Goblin Sword |
| Orc Warlord | Orc Warrens | 10 | 120 | 13 | +6 | 2d8 | Iron Sword |
The Orc Warlord is a step up: its 120 health is set directly in the data (not the 45 the level would derive), with Guard 13, +6 to hit and 2d8 damage. Orc Warrens runs 10 floors, so put a full leather set together before going down.
Chest drop rules
Section titled “Chest drop rules”Each dungeon’s chest drops come in three parts:
- Signature drop — one guaranteed item per dungeon, the “Guaranteed drop” column above.
- Independent rolls — every other piece in that tier’s pool rolls separately at its own chance.
- Lower-tier carry-over — equipment from tiers below the dungeon each get an extra 10% roll, so you can fill gaps in a higher dungeon.
Gold is depth × 500 to depth × 1500.
The target is roughly five runs on average to collect everything a tier introduces.
| Equipment | Chest tier | Drop chance | Guard |
|---|---|---|---|
| Leather Helmet | T1 | Guaranteed | 1 |
| Leather Pants | T1 | 30% | 1 |
| Leather Belt | T1 | 30% | — |
| Raven Shield | T2 | 20% | 2 |
| Iron Helmet | T2 | 37% | 2 |
| Iron Boots | T2 | 37% | 2 |
| Leather Armor | T2 | Guaranteed | 2 |
| Leather Gloves | T2 | 37% | 1 |
| Leather Boots | T2 | 37% | 1 |
| Chain Mail | T3 | Guaranteed | 5 |
| Plate Greaves | T3 | 37% | 3 |
| Plate Boots | T3 | 37% | 3 |
| Iron Gauntlets | T3 | 37% | 2 |
| Breastplate | T4 | Guaranteed | 7 |
| Plate Helmet | T4 | 30% | 3 |
| Plate Gauntlets | T4 | 30% | 3 |
| Ring of Protection | T5 | 20% | 1 |
What you’ll meet down there
Section titled “What you’ll meet down there”| Monster | Level | Spawn depth | Weight | Health | Damage |
|---|---|---|---|---|---|
| Kobold | 1 | Floors 1 – 4 | 2 | 5 | 1d4 |
| Goblin | 2 | Floors 3 – 8 | 3 | 9 | 1d4 |
| Stalker | 3 | Floors 5 – 20 | 2 | 14 | 1d6 |
| Orc | 4 | Floors 5 – 20 | 2 | 18 | 1d6 |
| Female Orc | 4 | Floors 5 – 20 | 1 | 18 | 1d6 |
Other things down there
Section titled “Other things down there”- Barrels and crates break — click one and your character walks up and swings once. Treasure chests don’t break.
- Chests are opened — click one and your character walks over and lifts the lid. A real coin pile drops in front of it; picking it up credits 1–10 copper straight to your wallet without taking a bag slot.
- Corridors have doors — where a corridor opens into a room there’s a clickable wooden double door.
- Corridor and room walls differ — rooms use medieval stone, corridors use rock. Useful for telling where you are.